Okay so I'm going to address a few things that had me scratching my head but I've come to terms with and share some knowledge for anyone else learning the game:
When it comes to edge guarding and not getting those 250% kills, what I've been doing is jumping off and grabbing the ledge, then waiting for them to get closer.
When you're grabbing the edge I think your options are pretty good for the most part as they come closer (?)
- If they try and use their recovery to float over you, hit jump and position for a B-Air a bit above the ledge.
- When they try and recover lower and sweet spot the ledge, tap down and fast fall then jump into a B-Air and cancel into your recovery to grab the ledge again.
- If you wait on the stage too early, it's too easy to sweet spot the edge.
For some characters who can recover where ever they want you sort of have to commit to guarding the ledge or guarding the stage.
People like Pikachu can chose where they want to go, fast, it's hard to really punish it unless you were waiting for him before hand.
So try and read if he's going to go for the ledge or go for the stage and wait at either accordingly, just don't be there too early or he'll pick the other one.
Also for those with 
really good recoveries going balls deep off the stage for a B Air xx Jump xx Recovery is risky but worth it , most of the times if they try and fight back that far from the ledge they won't be able to use their recovery to grab the ledge or land on the stage anymore.
Their positioning will also most likely knock you towards the stage.
I'm glad I have the demo so I can practice my off stage game to make sure I'm not missing B-Airs, because the off stage game will probably be pretty important as it's hard to kill at low %'s.
Make use of Spikes like Mario's F-Air or more practical ones like I think Lucina's D-Air.
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You may have noticed the AI at level 9 likes to mash R to dodge on all your follows ups for your combos. 
You can chain air dodges pretty fast and it's hard to punish them unless you read it before hand.
Once you get used to your chains with combos there's easy punishes for those mashing R until they get conditioned and stop (Extending your combos if you read the DI)
Ex: Mario D Throw, U-Tilt, U-Tilt, U-Tilt, U-Tilt
 > U-Smash or D-Smash, Charge... Release (If they mash R they will fall into you and be open for the release)
 > Short hop forwards, B-Air (If they don't mash R they're open to getting hit with a real combo ender) 
 > U-Tilt Frame Trap (Against Neutral A)
That's all for now, hope someone learned something. 
(I'm new to smash so this is probably all already known, it's helpful for me to get my thoughts written down though)
	
		
	
	
		
		
			Yeah, it's to get rid of sissies who just tried to get easy kills with edgehogging.
		
		
	 
>Sissies for using the mechanics in the game to win.
Do you think throws are for sissies in SF too.